This is a really creative concept I love the shifting perspective when the gameplay changes up too! The intro cutscene was a bit too fast to read but the visuals are really nice! great work, this concept is pretty solid and with some polish could be turned into a full game easily :]
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The night I went to convenience store won a lottery but got kidnapped by alien then started to escape or die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1291 | 3.641 | 3.641 |
Presentation | #1457 | 3.590 | 3.590 |
Overall | #1521 | 3.419 | 3.419 |
Enjoyment | #2091 | 3.026 | 3.026 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game has two gravity. In the second gravity mode, all platforms reversed to enemy that keep chasing the player.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Thanks for playing and for the screenshot!! (We didn't have enough time adding a boss level, so the last level is what we could provide :D Hope you like it!) And glad you like the concept and art!
We do plan to polish the game and expand more levels and mechanics to publish a full game! (Hope we can make it!)
The aestheic with art and style was very charming. The mechanics, once puzzled out, were also engaging. The design seemed to encourage slow & methodical gameplay so it could be punishing if rush, but still fun.
Good job!
The music and artwork work well together to set a really nice mood for the game. Some of the story panels at the beginning go by way too fast though.
The gameplay is quite fun, although very glitchy. I was often getting flung off the top of the map when the gravities switched, and a few times the key drifted outside of the playable area.
Still a fun game, nice work!
I thought the controls on this game were really good (for moving and jumping). In fact, I played this game a lot longer than many of the others, since the movement was fluid and fun. And very smooth. I also liked the idea of the flipping gravity. And I really liked the intro level to show you about jumping and double jumping. Any time a game can do that, without the user having to read a lot of text, that's fantastic. The intro wording scrolled by a little too quickly, since with the interesting title, I was reading slowly and really wanted to understand the backstory, so I missed 1/2 of it. But overall, the fluid movement made this fun. I agree with the others about not knowing exactly what will kill you at first. But you did a nice job with little touches like the arrows of the falling items to show which way they will fall. One other note: In the first couple of levels: I found it was much much easier when the gravity switched. So I found myself waiting and being able to solve each level only from the second gravity position, since the movement was much easier and unblocked. But with more time, you could really perfect each level, so that you have to use specific strategy on both areas. Anyway, this was the most fun of the games I've rated, really nice job!
I thought the controls on this game were really good (for moving and jumping). In fact, I played this game a lot longer than many of the others, since the movement was fluid and fun. And very smooth. I also liked the idea of the flipping gravity. And I really liked the intro level to show you about jumping and double jumping. Any time a game can do that, without the user having to read a lot of text, that's fantastic. The intro wording scrolled by a little too quickly, since with the interesting title, I was reading slowly and really wanted to understand the backstory, so I missed 1/2 of it. But overall, the fluid movement made this fun. I agree with the others about not knowing exactly what will kill you at first. But you did a nice job with little touches like the arrows of the falling items to show which way they will fall. One other note: In the first couple of levels: I found it was much much easier when the gravity switched. So I found myself waiting and being able to solve each level only from the second gravity position, since the movement was much easier and unblocked. But with more time, you could really perfect each level, so that you have to use specific strategy on both areas. Anyway, this was the most fun of the games I've rated, really nice job!
This game has some great potential is seems to only be held back by that 48-hour time constraint. I really enjoyed the platforming, esp. with the twist two kinds of gravity. The art was also top-notch and very stylistic, and I thought matched the music pretty well.
As others have echoed, I had some difficulty understanding when things would and wouldn't try to kill me, as well as what was triggering the gravity to switch. The first tutorial was awesome and clearly explained everything. I especially liked the double-jump being communicated with a second, smaller space-bar on top. Just do more of that, please (if you had time, that 48 hour limit is rough haha). Just something pointing to the timer in the top-right on the second level, or some text saying that you can't collect the key until all the enemies have been killed would go a long way, or that health packs only actually heal you in certain gravity.
But that's all polish, and what you made in the time limit is awesome. With some more time to expand the tutorial and such, I could see this game doing very well.
Thank you so much for your warm comments and feedbacks!! Glad you enjoyed it!
The enemies in the level is not needed to be killed to collect the key, but it's a good inspiration for future levels! We hope to leave some space for players exploring by themselves. So slower tutorial levels on the behavior of enemies might help and clarify it, I guess.
Cool game, but a lot of things lacked clarity. Sometimes I would go to the key and it would move away, sometimes into the dead-zone (which also wasn't clear to the player, just a simple red line or something could work). And sometimes when I get hit the damage seemed to be inconsistent. Adding sound effects and visual queues would do wonders for stuff like this and maybe instead of the timer you could have a toggle button to switch modes, that would allow for some really cool level design. There also seemed to be a bug where my character wouldn't always heal after respawning. Overall I liked it though and would like to see more if you continue with it.
gonna echo what others already said and praise your artwork :) the core idea is really cool and having that perspective shift the first few times is really surprising! i'm already imagining a few awesome possibilities of how this mechanic could be used. great entry!
it is kind of hard to understand why the gravity starts shifting though, since the timer in the top right corner is pretty small. i think if you added a little sound effect that plays each time that happens, it would make the player go "oh" and maybe check the entire screen carefully and find the timer :)
oh, also that title is fantastic :D
Thanks for playing and for your praising!! :D
Haha, that's very interesting advice! We are thinking about adding a halo around character with a loading effect to show the gravity shift timing. But a sound effect may work well, too! (I like the "oh" from players, so it's a bit hard to choose.)
You found the hidden treasure! We like the title, too! :D
First off, I really love the art, it is extremely unique! Also, the gameplay loop is suuuper interesting. The one criticism I would have is that it is not always obvious why you restart and it was not clear at first when the gravity switched. Amazing idea and implementation, please check out my game when you have the chance :)
Thanks for the feedback!! Glad you like the art and gameplay!
Oh, did you go to the boundary of the level? We set the "dead zone" on each side of the level there. This will bring you back to the starting point. We hadn't figured out how to show this to the player, though.
Checked your game and love your art, too! Nice work :>
Its a bit hard to understand but after I did i found it very fun. The game also has quite the personality the title is fun and the curscene too but I wasn't able to read it. Perhaps better tutorials could help but overall it was fun.
Cutscene text at the start was extremely fast and I couldn't read it. Wish I could read it at my own pace.
When actually playing, I couldn't grasp what the enemies were capable of in top-down mode. Sometimes they moved with me as if gravity was still in play, but then sometimes they would just stand still not doing anything (in the same top-down mode mind). Because of this I didn't really know what I could trust and what I couldn't. I think if the elements would change sprites to indicate the behavior change I think it would be more intuitive and easier to learn. Or have them more consistent. Make barrels only move upwards if you're standing on them during top-down, not just when top-down gets activated.
Even with those issues, I like how the game looks and the atmosphere, it makes stuff less frustrating and makes me wanna give the levels a couple more tries.
Thank you so much for your feedback!!
As for the cutscene, we'll add the clicking function so you can read at your own pace as other comments suggested.
We're thinking about adding some small levels to explain the behavior of those elements. Let me explain them here. There are 2 types of behavior for each similar shape of enemies. Barrels will basically move with you and only 1 type of it will hurt you. Spikes will basically hurt you and only 1 type of it will move. The Aid kit is...kind of complex. The red one will follow and hurt you, while the white one will simply stay and heal you.
Basically, elements are consistent in their shape and behavior, I think. But changing sprites to indicate the behavior is a good suggestion! We'll work on it after the jam.
Another thing is, those elements are activated within a range around the character. We'll add something like a halo to show the range, so the player can tell which element will be activated.
Thanks for your patience on the game! Our artist's magic did change the game.
Oh! so it is...! Oh! This is the sound I make when playing the game (from my mind).
I had a lot of fun once I understood the mechanics and knew when they would kill me. Nice concept!
Quite a cool concept, and a unique mechanic!
I think the screens at the start go a bit fast, might have been better to make the player click through them at their own pace. But I like the style of the gameplay, the little character is cute!
Nice cutscene at the start and cool mechanics. It took me a while to understand the fact that platforms turn into monster in the second mode, but the concept is very clever and lead to interesting gameplay. Nice job!
Lively art, relaxing theme, and brutal yet fun gameplay; I really enjoyed it a ton.
I don't think the concept can ever be more specific, but here we are.
Lovely stuff indeed; I like it.
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